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Messages - Eudoxus

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Other Announcements / Re: IRDC US - Atlanta, GA - May 30-31
« on: May 08, 2015, 02:40:06 AM »
definitely excited!

anyone up for drinks Friday night? I'm expecting to be in Atlanta by 9 pm.

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Programming / Re: How to improve math skills?
« on: April 15, 2015, 12:54:48 AM »
maybe "&" would have been a good middle ground between "AND" and "^", and it's perfectly fine in research papers (I've seen all three in many different branches of math).  then again, I think it's cool and helpful that the logical-and and the logical-or symbols look similar to the union and intersection symbols...

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Programming / Re: How to improve math skills?
« on: March 07, 2015, 07:59:24 PM »
and got this equation which just made my eyes bleed.

Believe it or not, that equation is actually not bad once you know what the symbols mean.  Krice is correct,  math language/symbols tend to be very dense and you have to read it a bit slower.

Have you ever used list comprehensions in python?   Python comprehensions are very similar to the notion being used in that equation.  The convex hull equation is just saying "take all linear combinations of S with this certain property".  Where the property is "the coefficients are all non-negative and they sum to 1".  The big symbol, the capital sigma, is just saying to add things up (ie the linear combinations).

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Challenges / Re: 7DRL Challenge for 2015?
« on: February 01, 2015, 04:00:10 AM »
Thanks rot13!

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Challenges / Re: 7DRL Challenge for 2015?
« on: January 30, 2015, 02:45:21 PM »
Were reviews for last years entries ever posted anywhere?  I understand that getting all those reviews done is a huge undertaking, and was perhaps never finished...I'm just curious if it did end up happening.  I suspect that if they aren't here http://www.roguetemple.com/7drl/2014 then it never happened.

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Design / Re: Adaptive Difficulty
« on: November 24, 2014, 02:35:33 PM »
And (as dpeg from DCSS suggested to me) they both have a similar "arcade mentality"
It's probably not a coincidence that Linley Henzell went on to make some great shmups after writing crawl...

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Early Dev / Re: GradHack
« on: August 28, 2014, 01:22:29 PM »
Ha ha! I love it!  The banach-tarski skill is quite funny. :)

Are you a logician?  (with a name like hilbert...)

I have no issues with the plagiarism hook, but here's a couple others I thought of: 1) Missing committee member!  You have until XX o'clock to find him/her and get their signature before missing the deadline.  Beware the margin lady, she hates you and want to never let you graduate (Oh the stories I have...).  2) Citation missing!  One of your committee members won't sign off on the thesis until you find a citation for an elusive 'folklore' result.  You must search the depths of the library... 

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Design / Re: Procedural tiles
« on: May 05, 2014, 02:49:09 PM »
You should consider Wang tiles.

9
If you don't mind restricting yourself to android, Ruboto http://ruboto.org/| is really nice.  It's a framework for developing android apps in ruby.  If you like python then you'll probably like ruby too, and it won't take you long to get comfortable with it.  My biggest issue with ruboto is the start-up time, which takes about ~15 seconds on my phone.  The developers are definitely working on reducing this and there was even a google summer of code project in 2012 aimed at this issue.

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Other Announcements / Re: Roguelike Radio podcast
« on: May 11, 2013, 01:26:08 AM »
An interview with Don Worth, the creator of Beneath Apple Manor (the pre-rogue roguelike), would be really interesting.  I have no idea how difficult it would be to get him on the show, but I figured it couldn't hurt to suggest it.

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Programming / Re: Artifical Lifeforms Making the Dungeon Architecture
« on: November 30, 2012, 02:42:34 PM »
Monsters creating the dungeon as they live, is my passion.   Here is a crapply programmed test I have of various interactions between monsters.

This is incredibly fun to watch, thank you for sharing!  It's totally fascinating to watch the critters interact and the terrain evolve.  It has by brain spinning with ideas...

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Other Announcements / Re: Brain**** Roguelikes?
« on: November 10, 2012, 04:46:24 PM »
There's a basic to brainfuck compiler (http://esolangs.org/wiki/BFBASIC) that would make such a project completely doable.  But then maybe that's cheating...

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Other Announcements / Re: Women & Roguelikes
« on: September 18, 2012, 05:42:23 PM »
Having them on just because the episode is about women seems insulting.
Perhaps you're right, and it's of course totally y'alls call, but I think it's all about how you phrase it.  Johanna and Tiffany wouldn't be on the panel just because they're women, they'd be there because they are distinguished women whose opinions interest us.  I've seen panels like this in the math world that worked really well.

Plus I worry about the underbelly of misogyny it would expose in the roguelike community. Some of the reaction I've seen to Tiffany's blog post has been quite disgusting, for instance. Not from abject sexism, but just dumb ignorance. Some people I otherwise respect reveal themselves to have very backwards stances on this subject.
That's a legitimate worry, but I don't think silence is a better answer.

p.s. - I'm a huge fan of roguelike radio! you all do an excellent job!

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Other Announcements / Re: Women & Roguelikes
« on: September 18, 2012, 02:03:50 PM »
An episode of Roguelike Radio on women & roguelikes would be really interesting, provided the panel was comprised mostly women who play roguelikes.  Johanna Ploog would obviously be awesome to have on.  Tiffany Martin from Cake Pie (http://cake-pie.com/about/) would also be great.  She's written about an experience on the Dredmor forums where one of the devs laid down the smack on casual sexism: http://cake-pie.com/women-gamers-gaslamp-games-forums-are-amazing/931/).  Additionally, I know a couple female mathematicians who play nethack (whether I can get them to agree to a podcast is uncertain).

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Off-topic (Locked) / Re: Kingdom of Loathing
« on: October 11, 2010, 03:07:50 AM »
I have to try this one because the thing I liked the most about Metroplexity was its general combat/skill/inventory/cards system, and if I remember correctly that system was inspired by KoL's.
The card system was the first thing I noticed in Metroplexity that really distinguished it from KoL.  Still, if you like Metroplexity you will probably like KoL, as it was definitely inspired by KoL.

For those of you who do play it, what parts did you like the most and why?
One of the great things about KoL is how many different ways you can enjoy the game.  First of all, there's a lot of text accompanying the stick figures, and the writing is fantastic.  Tons of pop culture references and great jokes.  And somewhat obscure references, anywhere from Gravity's Rainbow to Gilbert and Sullivan to Nethack (not obscure to this crowd :) ).  Second, the community is awesome.  It's a diverse group of folks who are, for the most part, very friendly and smart.  Third, the actual gameplay is well balanced and lends itself to many play styles.  You can play as lazily as you want, or you can compete in the "speed ascension" game where you try to get through the core game in as few days & turns as possible.  You can play with special hardships imposed on yourself for certain rewards.  You can also play in the clan dungeons which are the closet thing thing that KoL has to a multiplayer experience (it's mostly a single player game with a chat panel and active forums, but there is some interaction in the clan dungeons).  Fourth, there's a very vibrant economy.  Fifth, there are world events with special content, such as the much loved Crimbo season in December.  Sixth, the dev team (which is very small) is very active with the playerbase.  They post frequently on the forums, they do two radio shows a week (there's actually a 24 hour KoL shoutcast with music and contests), and they even hold a yearly con.  I could go on and on...

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